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radsi authored Sep 8, 2022
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43 changes: 43 additions & 0 deletions FakUPunch.csproj
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<Project Sdk="Microsoft.NET.Sdk">

<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<AssemblyName>FakUPunch</AssemblyName>
<Description>Fak U Punch</Description>
<Version>1.0.0</Version>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<LangVersion>latest</LangVersion>
</PropertyGroup>

<ItemGroup>
<PackageReference Include="BepInEx.Analyzers" Version="1.*" PrivateAssets="all" />
<PackageReference Include="BepInEx.Core" Version="5.*" />
<PackageReference Include="BepInEx.PluginInfoProps" Version="1.*" />
<PackageReference Include="UnityEngine.Modules" Version="2019.4.16" IncludeAssets="compile" />
</ItemGroup>

<ItemGroup Condition="'$(TargetFramework.TrimEnd(`0123456789`))' == 'net'">
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.2" PrivateAssets="all" />
</ItemGroup>

<ItemGroup>
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\SteamLibrary\steamapps\common\ULTRAKILL\ULTRAKILL_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
</ItemGroup>

<ItemGroup>
<Compile Update="Resource1.Designer.cs">
<DesignTime>True</DesignTime>
<AutoGen>True</AutoGen>
<DependentUpon>Resource1.resx</DependentUpon>
</Compile>
</ItemGroup>

<ItemGroup>
<EmbeddedResource Update="Resource1.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resource1.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
</Project>
45 changes: 45 additions & 0 deletions Plugin.cs
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using BepInEx;
using HarmonyLib;
using UnityEngine;

namespace FakUPunch
{
[BepInPlugin("Radsi", "FakUPunch", "1.0.0")]
public class Plugin : BaseUnityPlugin
{
public static AssetBundle punchbundle;

private void Awake()
{
punchbundle = AssetBundle.LoadFromMemory(Resource1.punchanimation);
new Harmony("radsi.fakupunch").PatchAll();
}

[HarmonyPatch(typeof(Punch), "Start")]
public static class patchAnimOnStart
{
public static void Postfix(Punch __instance)
{
__instance.anim.runtimeAnimatorController = punchbundle.LoadAsset<RuntimeAnimatorController>("Punch");
}
}

[HarmonyPatch(typeof(Punch), "OnEnable")]
public static class patchAnimOnEnable
{
public static void Postfix(Punch __instance)
{
__instance.anim.runtimeAnimatorController = punchbundle.LoadAsset<RuntimeAnimatorController>("Punch");
}
}

[HarmonyPatch(typeof(Punch), "EquipAnimation")]
public static class patchAnimOnEA
{
public static void Postfix(Punch __instance)
{
__instance.anim.runtimeAnimatorController = punchbundle.LoadAsset<RuntimeAnimatorController>("Punch");
}
}
}
}
73 changes: 73 additions & 0 deletions Resource1.Designer.cs

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124 changes: 124 additions & 0 deletions Resource1.resx
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="punchanimation" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>Resources\punchanimation;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
</root>
Binary file added Resources/punchanimation
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